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Maximilian I

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Originally posted by crazy canuck

As said above by another poster, I hope this wasn't designed as "one of the features of the game".

afaik, no, it was not.
 

Maximilian I

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Originally posted by daedalus
Usually the only slider that has this accuracy problem is the supply slider. It seems that the slider in this case moves in "ticks". This causes the slider to have an accuracy of 10 ICs when your total is high. Once that you accept this, it is not such a big issue, and you take it as one of the "features" of the game. As I said before locking the slider in place is not that hard, once you know the right technique. The -/+ adjuster is an add on to patch 1.02, so it does not work very well with the sliders/locking.
Hopefully 1.03 has fixes the inconsistencies.

yes! and, btw., the supply slider moves by a rate of ~ 10 supplies/ 1 IC
 

Tel

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Maybe I have poor hand control, but I am not able to get the same amount of control with the slider as with the plus and minus buttons.
I have tried moving the slider back and forth as slowly as possible on all of the sliders and it still jumps several steps of the buttons with each tiny hand movement. And it always goes through the same steps as I move it back and forth, so it is not a question of me moving too clumsily.
 

daedalus

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Originally posted by Tel
Maybe I have poor hand control, but I am not able to get the same amount of control with the slider as with the plus and minus buttons.
I have tried moving the slider back and forth as slowly as possible on all of the sliders and it still jumps several steps of the buttons with each tiny hand movement. And it always goes through the same steps as I move it back and forth, so it is not a question of me moving too clumsily.

No, it is not you. As I said, the slidder was designed to move in ticks or steps, no in IC amount. Kind of like a percetange of the total.
So the greater your IC total, the less IC accuracy you have, while the ticks in the slider remain the same. The +/- were an addon to patch 1.02, no completly integrated with the rest of the slider systems. I personally never use them.
 

State Machine

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Originally posted by Maximilian I
yes! and, btw., the supply slider moves by a rate of ~ 10 supplies/ 1 IC
Actually I think it varies, but I stopped my econ research so I'm not sure what causes a difference. Probably tech or something.
 

unmerged(11763)

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Hey guys -
As the originator of this thread, can I request that we all just let it die or for a mod to lock it? Max said they will be fixed in 1.03. Personally, I do not see a lot of value in continuing to beat this dead horse. They are bad, and they are being fixed. What more is there to say? I am very pleased they are taking action and now let's all wait and see what 1.03 brings.
 
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Slide issue is just a consequence of something else

OK the slider issue cause lots of people annoyance.
For me its not a big thing, because its a consequence of something more important. The sliders work on percentages, so you set the proportions to go to each item. With a small nation with widely fluctuating ICs they proceed to jump about every day.
What I want to see is the sliders using real numbers, so I set three sliders to what I want and leave only one unlocked. So every day only this one jumps about and hence my research or productions programs don't get mucked about.
Just a proposal.
 

unmerged(12885)

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all the sliders move in increments, dragging and double clicking is almost always wasteful. They probably made a checkbox in 1.03 to lock. Drag, use arrows for fine movement, click checkbox or dbl click to lock. Its sensible.

The bigger problems are the god damn pop ups, and the lack of notification sound effects.

I know you can turn everything off and on, but seriously its annoying during war time when you have 2 pointless AI attacks creating two pop ups daily + tech pop ups at least weekly + diplomatic pop ups + industry completion, etc, etc, etc.

The HoI engine is far from deep. Steel Panthers made in 98 was a deeper engine. The UI is amazingly primitive, there are no "ease of use" tools - example - technology goals ala Civ3.

There are almost no notification sound effects what so ever. Paradox seemed to think that sound effects were to be used for atmosphere, not for utility. Which is a massive flaw, look at how critical notification sounds are in conventional RTS games. You simply cannoy play without them. The HoI system could cut down significantly on the need for pop ups with better sound effects.

The bottom line, the HoI engine is amazingly simple. Its a board game with tiny turns that happen every 1/2.

The results of the massive map, and the care taken in building such a map, and unit lists etc is what gives HoI a rich play experience, but lets face it - the engine and UI sucks.

PS: I really love the game. But come on, using the mouse wheel goes in inverse of what everthing else in existance does... it is a minor point, but... why?! It just shows how the design team didn't really 'get' UI development or consider ease of use.
 

Maximilian I

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are you satisfied with the sliders now?
 

Maximilian I

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Originally posted by The Boss
Do you feel lucky?well do you punk?:D ;)

YEP. :p
 

unmerged(1503)

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Originally posted by Maximilian I
are you satisfied with the sliders now?

Actually, No.

I just bought this game when the 1.03 patch came out, so I don't know what they were like before. Other than that the ones in EU1 also always drove me nuts.

I find it very hard to move a slider to exactly where I want, and then lock it down at that location.

The move it where I want isn't too hard. Between the dragging of the slider and the +\- buttons I can get it to where I want it. But locking at that location is dang near impossible for me.

-- Every time I click on a slider, it jumps to the left.
-- Every time I try to double-click on a slider to lock it, it also jumps to the left.

The result is that I can get a slider where I want it, but when I go to lock it, I lose that location.

Three things I'd like to see that I think would help.
1) A text box where I can type in the number I want. I do really like the fact that you put the "Need" value right there. But when I'm looking at that need value and I decide I want to put 80 IC there, I'd much rather just type in 80. Have the slider jump to the next higher location if that doesn't fie one of the increments.

2) A "Lock" Checkbox or button. Looks like there's plenty of room for one.

3) Since you were so nice and put the "Need" value there, how about if I click (or maybe double-click) on the text of the "Need" value, it automatically moves the slider to that position. Put the "Lock" checkbox right next to it, and then putting the "Consumer Goods" or "Supplies" value to match the "Need" level would be easy then.

Like someone said, with a good interface design, this should be so easy that no ever has to think about how they are doing it, or know any non-obvious tricks (like double-clicking on the button on the slider to lock the slider) to make this work for them. There's enough going on in this game for me to want to think about the techniques of slider control.

Admittedly, since these sliders have been awkward since EU1, I'm not exactly holding my breath on this one.
 

unmerged(1503)

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Thanks, just saw that in another thread.

Then I wondered how come I didn't know that, so I reopened the readme file for 1.03. There on the very first line it tells me that I could right click.

[Insert animation of Homer hitting his head and saying DOOOOOH!]

Its a good thing that feeling really stupid every once in a while is a good thing. Helps keep the arrogance down. :)